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Dungeons & Dra.. Gamma World Sticky for Unofficial Rule Clarifications?
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1 year ago  ::  Feb 03, 2012 - 11:26AM #51
narwhal
Date Joined: Jan 16, 2012
Posts: 6
Howdy all, I know it's been hashed and hashed but my take on "Double Trouble", since I read many other posts about it I wanted to add my thoughts:

I believe the phrase "...all the actions that you can take..." implies the type of actions.  So, if I had an encounter power left from my other origin, it could enact it for me/us but it would cound as my use of that power for this encounter. 

The concern with an infinite number of duplicates should be little since each clone requires a standard action from the main character or comes about as a result of a critical from the main character.  Duplicates wouldn't generate more duplicates from a critical that they might do because they cannot use doppleganger powers.  They would still get the additional 1d10 damage from the Trait Doppelganger Critical.  Also note the duration "...or at the end of your next turn", so it comes into existance on your turn but does nothing until your turn is over, has a full set of actions, exists during your next turn, and then disappears at the end of your next turn.

The phrasing of when they act is "The duplicate acts in the initiative order directly after you" which does not mention it's slot, it's initiative number or anything else.  Simply, after your turn, your duplicate will go, which also means to me that it acts with a full compliment of actions.

So from my interpretation:  It's an at will power that eats your standard action, leaving you with a move and minor.  The result of that action are the chance to do a full set of actions originating from 5 squares from where you invoked the power without personal consequence.  

What's the net of this?  The biggest impacts are that you can use your other origins power (assuming it is an "at will", or an encounter power you have not already used during this encounter), or you can make an attack.  These are things you could have done with that standard action anyway.  So, if you used this power every round, you would do the same number of standard actions as you could have done without using this power (obviously factoring out the standard actions that you used to get those other standard actions).  With the rare exception that one out of twenty times, you will get one free round (for all intents and purposes) (scratch that, you're using your standard action).  Sure you would have gotten more move actions and minor actions, but most of them wouldn't be something your actual character could benefit from directly.  Is this more powerful than Gravitational Pulse (range of 10), or Psychic Assault (range of 20!), or just having someone else attack for you with Mental Push (range of 10)?  All of those listed are standard action, at will powers.

Just my thoughts...
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Dungeons & Dra.. Gamma World Sticky for Unofficial Rule Clarifications?
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